Files
PepApi.Core/PepLib.Core/Plate.cs
AJ 7c5b4ded5f chore(PepLib.Core): remove unused using directives and clean up formatting
Remove unnecessary System, System.Collections.Generic, System.IO, and
System.Linq using directives that were flagged by IDE analyzers. Also
includes minor whitespace and code style normalization.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 07:52:17 -05:00

263 lines
6.6 KiB
C#

namespace PepLib
{
public class Plate : IMovable
{
public Plate()
: this(60, 120)
{
}
public Plate(double width, double length)
: this(new Size(width, length))
{
}
public Plate(Size size)
{
EdgeSpacing = new Spacing();
Size = size;
Machine = new Machine();
Material = new Material();
Parts = new List<Part>();
Quadrant = 1;
}
public string Name { get; set; }
public string PostedFiles { get; set; }
public string HeatLot { get; set; }
public double Thickness { get; set; }
public double PartSpacing { get; set; }
public Spacing EdgeSpacing { get; set; }
public Size Size { get; set; }
public Machine Machine { get; set; }
public Material Material { get; set; }
public List<Part> Parts { get; set; }
public string Description { get; set; }
public int Duplicates { get; set; }
public int Quadrant { get; set; }
public int TorchCount { get; set; }
public void Rotate90CCW(bool keepSameQuadrant = true)
{
Size = new Size(Size.Width, Size.Height);
Rotate(MathHelper.HalfPI);
if (keepSameQuadrant)
{
switch (Quadrant)
{
case 1:
Offset(Size.Width, 0);
break;
case 2:
Offset(0, Size.Height);
break;
case 3:
Offset(-Size.Width, 0);
break;
case 4:
Offset(0, -Size.Height);
break;
}
}
else
{
Quadrant = Quadrant > 3 ? 1 : Quadrant + 1;
}
}
public void Rotate90CW(bool keepSameQuadrant = true)
{
const double oneAndHalfPI = Math.PI * 1.5;
Size = new Size(Size.Width, Size.Height);
Rotate(oneAndHalfPI);
if (keepSameQuadrant)
{
switch (Quadrant)
{
case 1:
Offset(0, Size.Height);
break;
case 2:
Offset(-Size.Width, 0);
break;
case 3:
Offset(0, -Size.Height);
break;
case 4:
Offset(Size.Width, 0);
break;
}
}
else
{
Quadrant = Quadrant < 2 ? 4 : Quadrant - 1;
}
}
public void Rotate180(bool keepSameQuadrant = true)
{
if (keepSameQuadrant)
{
Vector centerpt;
switch (Quadrant)
{
case 1:
centerpt = new Vector(Size.Width * 0.5, Size.Height * 0.5);
break;
case 2:
centerpt = new Vector(-Size.Width * 0.5, Size.Height * 0.5);
break;
case 3:
centerpt = new Vector(-Size.Width * 0.5, -Size.Height * 0.5);
break;
case 4:
centerpt = new Vector(Size.Width * 0.5, -Size.Height * 0.5);
break;
default:
return;
}
Rotate(Math.PI, centerpt);
}
else
{
Rotate(Math.PI);
Quadrant = (Quadrant + 2) % 4;
if (Quadrant == 0)
Quadrant = 4;
}
}
public void Rotate(double angle)
{
for (int i = 0; i < Parts.Count; ++i)
{
var part = Parts[i];
part.Rotate(angle);
}
}
public void Rotate(double angle, Vector origin)
{
for (int i = 0; i < Parts.Count; ++i)
{
var part = Parts[i];
part.Rotate(angle, origin);
}
}
public void Offset(double x, double y)
{
for (int i = 0; i < Parts.Count; ++i)
{
var part = Parts[i];
part.Offset(x, y);
}
}
public void Offset(Vector voffset)
{
for (int i = 0; i < Parts.Count; ++i)
{
var part = Parts[i];
part.Offset(voffset);
}
}
public int GetQtyNested(string drawing)
{
var name = drawing.ToUpper();
return Parts.Count(p => p.DrawingName.ToUpper() == name);
}
public Box GetBoundingBox(bool includeParts)
{
var plateBox = new Box();
switch (Quadrant)
{
case 1:
plateBox.X = 0;
plateBox.Y = 0;
break;
case 2:
plateBox.X = (float)-Size.Width;
plateBox.Y = 0;
break;
case 3:
plateBox.X = (float)-Size.Width;
plateBox.Y = (float)-Size.Height;
break;
case 4:
plateBox.X = 0;
plateBox.Y = (float)-Size.Height;
break;
default:
return new Box();
}
plateBox.Width = Size.Width;
plateBox.Height = Size.Height;
if (!includeParts)
return plateBox;
var boundingBox = new Box();
var partsBox = Parts.GetBoundingBox();
boundingBox.X = partsBox.Left < plateBox.Left
? partsBox.Left
: plateBox.Left;
boundingBox.Y = partsBox.Bottom < plateBox.Bottom
? partsBox.Bottom
: plateBox.Bottom;
boundingBox.Width = partsBox.Right > plateBox.Right
? partsBox.Right - boundingBox.X
: plateBox.Right - boundingBox.X;
boundingBox.Height = partsBox.Top > plateBox.Top
? partsBox.Top - boundingBox.Y
: plateBox.Top - boundingBox.Y;
return boundingBox;
}
}
}